Reworking Dead by Daylight Perks (Part 4)



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Reworking survivor and killer perks in Dead by Daylight to make them more useful, balanced, or fun!! (Part 4)

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24 thoughts on “Reworking Dead by Daylight Perks (Part 4)”

  1. Since the game is so killer sided I think there should be a perk that when the exit gates are opened every survivor can take 3 extra hits that would put them in the dying state 🙄✋

    Reply
  2. Kyto, you do not know what you are saying. You said the game was survivor sided, 10 seconds later, you say it is killer-sided. You are just a player who plays the game, you can not make this game better. Ever since SBMM/MMR was added, this made killer even more stressful. The DS rework you said was so unbalanced. Please, do not make this game even worse.

    Reply
  3. Change to NOED

    Remove it from the game, the Killer rarely earns thier exposed status effect, either change it to a token system where you get a token for each hook, and when NOED activates, every time you use any attack, you use a token. This would reward Killers for getting hooks and punish them for not playing well.

    Or remove it, that works too considering that when NOED activates, everyone's too close to the end of the game that they're busy trying to open the exit gates rather than hunt for the totem, and if someone gets hooked when NOED activates, everyone leaves them for dead anyways

    Reply
  4. That ds will just ruin the game lmao imagine 4 normal ds turning into 16, the only thing that need is that you can do gens whitdout losing ds and that's it. most of players agreed that ds is so strong that even if you don't have it makes the killer play different just by the existence of that perk, hell you can play as Laurie Strode and no use ds and killers wont tunnel you just because impacts so much in trials even if it isn't there killers gennualy can loose minutes in a chase get the hook then tunnel the guy who they just hook and gent a 5s stun and lose the chase

    Reply
  5. I kind of like the idea for ruin. Maybe it could be implemented for all hex perks, but in different ways. For instance, devour of hope doesn't spawn until you get your first token. Depending on the hex perk, it may have different requirements to spawn. Some hex perks could also just spawn from the beginning but take longer to cleanse. Thoughts?

    Reply
  6. no. you should not be able to give people decisive if they didn't bring it. either they didn't bring it, or they did. as a killer main, I prefer the former, especially because players will aggressively chase and body block if they have DS. and your detective's hunch rework will kill hex perks. I don't care if you can't do gens, the power to see all hexes within a 64 METER RANGE is stupid, and broken. no. the answer is no. just stop suggesting op perks that would destroy us killer mains.

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